Unarmed dodge animation breaking at range

I have made some edits to the priest/cleric sprites. The scripts are all just exported from the games, just edited for proper file names. The palettes are… fine as far as I can tell. The animations import fine, no error messages, look normal in febuilder.

But for some reason, every single one of them breaks when trying to dodge an attack at range while unarmed. (E: tried both FE7 and FE8.) The close one works fine! And they are identical! I even tried copy/pasting the close dodge over the ranged one! But no, apparently that’s not good enough.

I’d appreciate if anyone has a theory on this bullshit, because right now I’m drawing a complete blank.

If you can, post the code. There’s nothing we could do without it.

I linked the entire package.

Well I guess I can paste it in the thread too.

[details=Summary]


#######################################################
#7E prim_ro1 Priest Item

#When importing to FEditorAdv delete # and after each line.
#######################################################
/// - Mode 1 #Melee Animation
C02 #Start of dodge
1 p- priest_009.png
C0E #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01 #NOP
3 p- priest_010.png
C0D #End of dodge animation. preceeded by 0x06

/// - Mode 3               #Melee Critical Animation
C02                               #Start of dodge
1 p- priest_009.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01                               #NOP
3 p- priest_010.png
C0D                               #End of dodge animation. preceeded by 0x06

/// - Mode 5 #Ranged Animation
C02 #Start of dodge
1 p- priest_009.png
C0E #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01 #NOP
3 p- priest_010.png
C0D #End of dodge animation. preceeded by 0x06

/// - Mode 6               #Ranged Critical Animation
C02                               #Start of dodge
1 p- priest_009.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01                               #NOP
3 p- priest_010.png
C0D                               #End of dodge animation. preceeded by 0x06

/// - Mode 7 #Dodge Melee Attack
C02 #Start of dodge
1 p- priest_009.png
C0E #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01 #NOP
3 p- priest_010.png
C0D #End of dodge animation. preceeded by 0x06

/// - Mode 8               #Dodge Ranged Attack
C02                               #Start of dodge
1 p- priest_009.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01                               #NOP
3 p- priest_010.png
C0D                               #End of dodge animation. preceeded by 0x06

/// - Mode 9 #Equiped with Melee Weapon
1 p- priest_009.png
C01 #NOP

/// - Mode 10               #standing motions?
1 p- priest_009.png
C01                               #NOP

/// - Mode 11 #Equiped with Ranged weapon

/// - Mode 12               #Attack Missed Animation
C02                               #Start of dodge
1 p- priest_009.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01                               #NOP
3 p- priest_010.png
C0D                               #End of dodge animation. preceeded by 0x06
C02                               #Start of dodge
1 p- priest_009.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01                               #NOP
3 p- priest_010.png
C0D                               #End of dodge animation. preceeded by 0x06
C02                               #Start of dodge
1 p- priest_009.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01                               #NOP
3 p- priest_010.png
C0D                               #End of dodge animation. preceeded by 0x06
C02                               #Start of dodge
1 p- priest_009.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01                               #NOP
3 p- priest_010.png
C0D                               #End of dodge animation. preceeded by 0x06
C02                               #Start of dodge
1 p- priest_009.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01                               #NOP
3 p- priest_010.png
C0D                               #End of dodge animation. preceeded by 0x06
C02                               #Start of dodge
1 p- priest_009.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01                               #NOP
3 p- priest_010.png
C0D                               #End of dodge animation. preceeded by 0x06
C02                               #Start of dodge
1 p- priest_009.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01                               #NOP
3 p- priest_010.png
C0D                               #End of dodge animation. preceeded by 0x06
C02                               #Start of dodge
1 p- priest_009.png
C0E                               #Start of dodging frames (should go after standing frame and before dodging animation)
3 p- priest_010.png
1 p- priest_011.png
C01                               #NOP
3 p- priest_010.png
C0D                               #End of dodge animation. preceeded by 0x06
1 p- priest_009.png
C01                               #NOP
1 p- priest_009.png
C01                               #NOP
1 p- priest_009.png
C01                               #NOP

/// - End of animation


[/details]

e: Noticing mode 11 is empty. But that’s how it came when I exported the vanilla animation…

e2:

and filling it in seems to solve the issue!

:neutral_face:

I’ve seen similar issues happen with other animations so make sure to have something in all modes, even if it’s just a standing frame.